Created custom in house hair shaders in Maya API using C++ to enable better workflows for tech artists.
Researched the future of USD and curve data in the VFX industry.
Extended the Python/Qt interface and Boost Python bindings
Reflecting cube-mapped scenery off of an object. OpenGL and C++ were used for this project. Cube mapping is used to create a representation of an environment with the help of 6 images. An easy way of thinking about it is as a cube with the images mapped on the inside and you are viewing the scence from the inside of the cube. To create the reflections of the scene on the object, I used the built-in function in GLSL, vec3 ReflectVector = reflect( vec3 eyeDir, vec3 normal);
Tessellation Shader: adding and removing space between triangular planes. Programmed in C++ with the use of OpenGL. This shader happens between the vertex shader and the geometry shader. What it looks like between those two is the following:
- Tessellation Control Shader
- Tessellation Primitive Generator
- Tessellation Evaluation Shader
- Primitive Assembly